feedback1e WQ: healer tests cast every skill while blocking; rule in headers
Review follow-up for E2 (not reproduced, no behaviour change): - blockRun fills the skill's SP (and puts the patient back to 5 %) the first tick the healer blocks, and tests 2 and 3 assert the skill is cast or running while it blocks: all 56 healer loadouts now cast in the window (half never did at the default initial SP). - The reported 炎 boss round makes 录武官's skill ready when she first holds 卢西恩 / 不祥幻影 and asserts it is cast or running then. - The boss test says what it covers: 0 healer damage on all 20 boss / hidden fields; healers block 卢西恩 / 不祥幻影 (h07_05) and a patrolling 碎铳之簧 once its shield is broken (h08_02); the other leaders and parts cannot be blocked by a block-1 unit. - SIM.md: the healer qualifier follows the "one-line flip" sentence, so "This replaces..." refers to the every-blocker rule again. - ai.js header, Battle.blockedTargets and targeting.js: the blocked-first rule is for attacks that hit enemies; a heal attack keeps selecting injured allies (PRTS 卫戍协议/帮助). - PLAYING.md: the healer exception names 咒愈师 as the one that hits.
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@@ -6,7 +6,8 @@
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// occupies is (body.js; user playtest #5 item 10). `rangeExtend` (ability_range_forward_extend) adds N tiles
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// past the furthest cell of every row, along +dCol BEFORE rotating (DESIGN §3).
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// Operator priority: (1) enemies it blocks (every blocker, ranged ones on melee tiles included — user playtest #6
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// follow-up "阻挡了就一定要能打到"; Battle.blockedTargets), (2) profile priority (fly/lowDef/…),
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// follow-up "阻挡了就一定要能打到"; Battle.blockedTargets; a healer's heal attack picks injured allies instead, blocking
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// or not — ai.js acquireTargets), (2) profile priority (fly/lowDef/…),
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// (3) higher enemy taunt, (4) least remaining path distance to the goal, (5) earliest spawned. Air units
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// (Unit.isFlying: FLY, 近地悬浮, 浮空) need a profile that can hit them (`canHitFly`, never `groundOnly`). Enemy
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// priority: sortAllyTargets.
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